Name change, but backwards
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+3
-3
@@ -1,9 +1,9 @@
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#ifndef HYDRASOURCECOMPONENT
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#define HYDRASOURCECOMPONENT
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#ifndef HYDRADIRECTIONALSHADOWSOURCECOMPONENT
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#define HYDRADIRECTIONALSHADOWSOURCECOMPONENT
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#include "../../engine/HydraEngine.h"
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struct HydraShadowSourceComponent
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struct HydraDirectionalShadowSourceComponent
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{
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uint32_t entity_id;
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uint32_t cascade_count;
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+18
-53
@@ -1,8 +1,8 @@
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#include "HydraShadowSourceSystem.h"
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#include "HydraDirectionalShadowSourceSystem.h"
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#include "../../engine/HydraEngine.h"
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#include "../../camera/HydraCamera.h"
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#include "../HydraECS.h"
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#include "../components/HydraShadowSourceComponent.h"
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#include "../components/HydraDirectionalShadowSourceComponent.h"
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#include "../components/HydraPositionComponent.h"
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#include "../components/HydraLightComponent.h"
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@@ -18,7 +18,7 @@
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#include "../../task/renderer/HydraCreateShadowFrameBuffer.hpp"
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#include "../../actor/HydraActorManager.h"
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void HydraShadowSourceSystem::Initialise()
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void HydraDirectionalShadowSourceSystem::Initialise()
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{
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HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
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@@ -31,11 +31,11 @@ void HydraShadowSourceSystem::Initialise()
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HydraID create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
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HydraCreateGPUBufferTask *task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
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task->Intialise("ShadowBuffer", 1, MAX_SHADOWS * sizeof(HydraShadowSourceComponent), &m_shadow_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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task->Intialise("ShadowBuffer", 1, MAX_SHADOWS * sizeof(HydraDirectionalShadowSourceComponent), &m_shadow_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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task_scheduler->WaitForTask(create_gpu_buffer_task_id);
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}
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void HydraShadowSourceSystem::InitialiseComponent(HydraID entity_id)
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void HydraDirectionalShadowSourceSystem::InitialiseComponent(HydraID entity_id)
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{
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HydraEngine *engine = GetEngine();
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HydraECS *ecs = engine->ECS();
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@@ -59,11 +59,11 @@ void HydraShadowSourceSystem::InitialiseComponent(HydraID entity_id)
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}
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void HydraShadowSourceSystem::UpdateSystem(float delta_t_seconds)
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void HydraDirectionalShadowSourceSystem::UpdateSystem(float delta_t_seconds)
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{
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HydraEngine *engine = GetEngine();
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HydraECS *ecs = engine->ECS();
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std::vector<HydraShadowSourceComponent> shadows;
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std::vector<HydraDirectionalShadowSourceComponent> shadows;
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for (HydraID entity_id : Entities)
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{
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@@ -75,18 +75,18 @@ void HydraShadowSourceSystem::UpdateSystem(float delta_t_seconds)
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break;
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}
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HydraShadowSourceComponent shad_comp = ecs->GetComponent<HydraShadowSourceComponent>(entity_id);
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HydraDirectionalShadowSourceComponent shad_comp = ecs->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
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m_shadows[light_comp.shadow_map_id] = shad_comp;
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}
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_WriteToGPU();
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}
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void HydraShadowSourceSystem::_UpdateDirectionalLight(HydraID entity_id)
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void HydraDirectionalShadowSourceSystem::_UpdateDirectionalLight(HydraID entity_id)
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{
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HydraEngine *engine = GetEngine();
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HydraECS *ecs = engine->ECS();
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HydraPositionComponent pos_comp = ecs->GetComponent<HydraPositionComponent>(entity_id);
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HydraShadowSourceComponent &shad_comp = ecs->GetComponent<HydraShadowSourceComponent>(entity_id);
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HydraDirectionalShadowSourceComponent &shad_comp = ecs->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
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float view_size = 20.0f;
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float view_near = -10.0f;
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@@ -104,6 +104,7 @@ void HydraShadowSourceSystem::_UpdateDirectionalLight(HydraID entity_id)
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light_dir = glm::normalize(light_dir);
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glm::vec3 camera_pos = GetEngine()->Camera()->GetPosition();
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float light_distance = 2;
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for (uint32_t i = 0; i < 6; i++)
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{
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glm::vec3 light_pos = camera_pos - (light_dir * light_distance);
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@@ -125,36 +126,18 @@ void HydraShadowSourceSystem::_UpdateDirectionalLight(HydraID entity_id)
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}
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}
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void HydraShadowSourceSystem::_UpdateSpotLight(HydraID entity_id)
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{
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// HydraEngine *engine = GetEngine();
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// HydraECS *ecs = engine->ECS();
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// HydraPositionComponent pos_comp = ecs->GetComponent<HydraPositionComponent>(entity_id);
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// HydraShadowSourceComponent &shad_comp = ecs->GetComponent<HydraShadowSourceComponent>(entity_id);
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// HydraLightComponent light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
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// float view_size = 50.0f;
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// float view_near = -100.0f;
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// float view_far = 100.0f;
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// glm::mat4 view = pos_comp.transform;
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// glm::mat4 proj = glm::ortho<float>(-view_size, view_size, view_size, -view_size, view_near, view_far);
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// shad_comp.far_plane[0] = view_far;
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// shad_comp.near_plane[0] = view_near;
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// shad_comp.light_space_proj[0] = proj;
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// shad_comp.light_space_view[0] = view;
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}
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void HydraShadowSourceSystem::_InitialiseDirectionalLight(HydraID entity_id)
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void HydraDirectionalShadowSourceSystem::_InitialiseDirectionalLight(HydraID entity_id)
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{
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HydraEngine *engine = GetEngine();
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HydraECS *ecs = engine->ECS();
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HydraTextureBufferManager *tex_man = engine->TextureBufferManager();
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HydraShadowSourceComponent &shad_comp = ecs->GetComponent<HydraShadowSourceComponent>(entity_id);
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HydraDirectionalShadowSourceComponent &shad_comp = ecs->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
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HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
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light_comp.shadow_caster = 1;
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shad_comp.entity_id = entity_id;
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shad_comp.cascade_count = 6;
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HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
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uint32_t depth_texture_id = 0;
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@@ -165,26 +148,8 @@ void HydraShadowSourceSystem::_InitialiseDirectionalLight(HydraID entity_id)
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task_scheduler->WaitForTask(create_framebuffer_task_id);
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shad_comp.shadow_texture_id = depth_texture_id;
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}
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void HydraShadowSourceSystem::_InitialiseSpotLight(HydraID entity_id)
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{
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// HydraEngine *engine = GetEngine();
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// HydraECS *ecs = engine->ECS();
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// HydraTextureBufferManager *tex_man = engine->TextureBufferManager();
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// HydraShadowSourceComponent &shad_comp = ecs->GetComponent<HydraShadowSourceComponent>(entity_id);
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// shad_comp.entity_id = entity_id;
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// shad_comp.cascade_count = 6;
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// HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
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// uint32_t depth_texture_id = 0;
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// HydraID create_framebuffer_task_id = task_scheduler->CreateTask<HydraCreateShadowFrameBuffer>(HydraThreadAffinity::Render);
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// HydraCreateShadowFrameBuffer *fb_task = static_cast<HydraCreateShadowFrameBuffer *>(task_scheduler->GetTask(create_framebuffer_task_id));
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// fb_task->Initialise(&shad_comp.shadow_texture_id, &depth_texture_id, &shad_comp.frame_buffer_id);
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// task_scheduler->WaitForTask(create_framebuffer_task_id);
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// shad_comp.shadow_texture_id = depth_texture_id;
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}
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void HydraShadowSourceSystem::_WriteToGPU()
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void HydraDirectionalShadowSourceSystem::_WriteToGPU()
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{
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HydraEngine *engine = GetEngine();
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HydraECS *ecs = engine->ECS();
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+5
-7
@@ -1,14 +1,14 @@
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#ifndef HYDRASHADOWSOURCESYSTEM
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#define HYDRASHADOWSOURCESYSTEM
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#ifndef HYDRADIRECTIONALSHADOWSOURCESYSTEM
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#define HYDRADIRECTIONALSHADOWSOURCESYSTEM
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#include "../../engine/HydraObject.h"
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#include "../HydraSystem.h"
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#include "../components/HydraShadowSourceComponent.h"
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#include "../components/HydraDirectionalShadowSourceComponent.h"
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#include <GLMIncludes.h>
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#include <queue>
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#include <vector>
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#include <mutex>
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class HydraShadowSourceSystem : public HydraSystem
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class HydraDirectionalShadowSourceSystem : public HydraSystem
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{
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public:
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virtual void Initialise() override;
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@@ -17,13 +17,11 @@ class HydraShadowSourceSystem : public HydraSystem
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void UpdateSystem(float delta_t_seconds) override;
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private:
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void _UpdateDirectionalLight(HydraID entity_id);
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void _UpdateSpotLight(HydraID entity_id);
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void _InitialiseDirectionalLight(HydraID entity_id);
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void _InitialiseSpotLight(HydraID entity_id);
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void _WriteToGPU();
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HydraID m_shadow_buffer_id = INVALID_HYDRA_ID;
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std::queue<HydraID> m_available_shadows;
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std::vector<HydraShadowSourceComponent> m_shadows;
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std::vector<HydraDirectionalShadowSourceComponent> m_shadows;
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std::mutex m_mutex;
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};
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